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View Full Version : D&D 5e/Next The Savant--a non-magical alchemist/artificer replacement PEACH



PhoenixPhyre
2021-05-16, 09:48 PM
For setting reasons, the printed Artificer is not a very good fit for my games. The big offender is the infusions--making non-consumable magic items (and even more complex consumables) is an extremely lost art. There are only a few formulae known in the main play area, and all but one or two are for Common magic items. So having a class that just pops out magic items, even if they're "temporary" doesn't fit very well.

As such, I'd like to replace it with a non-magical, non-spell-casting version somewhat like the PF Alchemist but incorporating thematics of being a mechanical tinkerer/"mad scientist" as well. Here's my (first draft) of a replacement (Google doc with formatting (https://docs.google.com/document/d/1eNH1DpxdNWDSXCmGlJ7Ks-4WD2dOQrj43mv1Ftba-pU/edit?usp=sharing)). Numbers should be considered placeholders, subject to change.


In the wake of the Fourth Wish, people all over Noefra have turned to tinkering with alchemy and clockwork as a new, non-magical form of power. The wildest among these are the savants, driven by the obsession to experiment and develop new concoctions and gadgets. This obsession (and the dangerous nature of their work) often drives them out on the road as adventurers. Armed with bombs, elixirs, and gadgets of all types, they seek for new sights and new things to blow up. Developed simultaneously among the goblins of Byarmarsh and the dwarves of Shinevog, the road of the savant is full of discoveries and dangers.

Class Features
As a savant, you gain the following class features.
Hit Points
Hit Dice: 1d8 per savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st.

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: alchemist kits and one other artisan’s tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Equipment
You start with the following equipment, in addition to the equipment granted by your background.
any martial weapon
(a) two light hammers or (b) a heavy crossbow and 20 bolts
Scale armor and a shield
(a) a scholar’s pack or (b) a dungeoneer’s pack
Alchemist’s supplies

The Savant



Level
Proficiency Bonus
Features
Catalysts
Schema Known


1st
+2
Catalysts, Basic Schema
1
1


2nd
+2
Habituation, Tool Expertise
2
2


3rd
+2
Obsession
2
3


4th
+2
Ability Score Increase
2
4


5th
+3
Extra Attack
2
4


6th
+3
Obsession Feature
2
4


7th
+3
Advanced Alchemy, Advanced Schema
3
5


8th
+3
Ability Score Increase
3
5


9th
+4
Stabilized Catalyst
3
5


10th
+4
Rapid catalysis
3
5


11th
+4
Obsession Feature
3
6


12th
+4
Ability Score Increase
3
6


13th
+5
Stabilized Catalyst (2)
4
6


14th
+5
Perfected Alchemy
4
6


15th
+5
Obsession Feature
4
7


16th
+5
Ability Score Increase
4
7


17th
+6
Stabilized Catalyst (3)
4
7


18th
+6
Obsession Feature
4
8


19th
+6
Ability Score Increase
5
8


20th
+6
Jerry-rigged Catalysts
5
9





Catalysts and Schema
No matter their obsession, all savants are alchemists first. At first level you have learned to create alchemical concoctions using patterns called schema. When you take your first level in this class you learn the concussion grenade schema and three more basic schema of your choice. The number of schema you know increases as you gain levels in this class as shown in the Schema Known column of the Savant table. The concussion grenade schema does not count against the number of schemas you can know. In addition, when you gain a level in this class you can trade out one schema for another one you could learn at that level. At 7th level you can learn advanced schema..
The concoctions created by your schema are inert until primed by special volatile chemicals called catalysts. These are the limiting factor in the number of concoctions you can use between rests. At the end of a short or long rest, you can create a number of catalysts as shown in the Catalysts column of the Savant table. These catalysts last until you take a long rest, at which time they degrade into uselessness.
Using a concoction requires the Use an Object action unless it specifies otherwise. This action includes extracting the inert base from your pouch, catalyzing it, and throwing it, applying it, or handing it to another character. Catalyzed concoctions can be used by others, but the activated mixture degrades quickly, becoming useless after one minute unless specially prepared (as noted in specific schema descriptions). For another character to use an activated concoction, they must take the Use an Object action. Concoctions are not magical and are unaffected by antimagic field, dispel magic, and other such effects.
When you throw a concoction that targets a point that has total cover from you but there is an unobstructed vertical arc that would bypass the obstacle, it is still a legal target but creatures in the area have advantage on their saving throw.
The available schemas are described at the end of the class entry. Your saving throw DC for any concoctions is given by:
Concoction saving throw DC = 8 + your proficiency bonus + your Intelligence modifier

Tool Expertise
Editor’s Note: This assumes you’re using the extended tool proficiencies in Xanathar’s Guide to Everything.

At 2nd level you have become an expert in using your artisan’s tools. When you make an ability check involving a tool with which you are proficient, add twice your proficiency bonus to the check result.
As a side effect of your skill with tools, you may also add half your proficiency bonus to ability checks involving dexterity or intelligence that do not otherwise use your proficiency bonus.

Habituation
You are your own best test subject. By 2nd level you have become accustomed to the effects of your own concoctions and your body has adapted to them, increasing their effect. You no longer suffer any negative effects from your own concoctions and the duration of beneficial effects is increased by 1 round when they affect you.

Obsession
By 3rd level, savants have all found an Obsession--an invention to which they dedicate their lives and with which they are continually tinkering. Three such Obsessions, the Clockwork Exoskeleton, the Extensible Weapon Augmentation Framework, and the Portable Alchemy Lab are detailed at the end of the class description.

When you choose your obsession, choose an available augmentation. You gain the benefits of this augmentation at the basic level. When you gain new features from your Obsession (at 6th, 11th, 15th, and 18th levels), you can either increase the rank of a previously-acquired augmentation or take a new augmentation at the basic level.

The Gadgeteer augmentation is available to all savants; each time you increase the rank of this augmentation you gain a new gadget from the list. The same gadget cannot be taken twice.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Alchemy
Starting at 7th level you have become expert at the creation of simple consumables. When you craft any consumable item of uncommon rarity or lower, both the time required and the monetary cost are reduced to one quarter of the normal values for that rarity (i.e. half as much as normal consumables).
Alternatively, when you craft any consumable item of uncommon rarity or lower you can choose instead to maximize all variable quantities (such as damage dealt or healing restored). Maximized consumables do not benefit from the first part of this feature.

Stabilized Catalyst
Starting at 9th level, you can stabilize one catalyst that would expire at the end of a long rest, extending its useful life until you take another long rest. The number of stabilized catalysts you can have increases when you reach 13th (to 2) and 17th level (to 3).

Rapid Catalysis
Starting at 10th level, you’ve learned to catalyze your concoctions while doing other tasks. You can take the Use an Object action (catalyzing/using concoctions only) as a bonus action.

Perfected Alchemy
Starting at 14th level your mastery alchemical concoctions is nearly total. You can apply either effects of your Advanced Alchemy feature when crafting any consumable item of Very Rare rarity or lower.

Jerry-rigged Catalysis
At 20th level, when you have no catalysts remaining, you can use a bonus action to prepare one more. Once you use this feature, you cannot use it again until you finish a long rest.



Obsession of the Clockwork Exoskeleton
Those savants whose minds are tuned to creations of gears and springs often become obsessed with creating a clockwork exoskeleton, a framework of metal and gearwork that assists their motion and enhances their presence in the thick of the melee. Each exoskeleton is customized and fit to the owner, making it unusable by anyone else. This exoskeleton can be worn over other armor; you gain the benefits of both.

Exoskeleton Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. Effects of higher ranks are cumulative with the lower ranks. The Gadgeteer augmentation is always available as well.

Augmented Gauntlets
Initial: when you attempt to grapple or shove another creature, you can add twice your proficiency bonus to the opposed check.
Evolved: You can grapple or shove creatures up to two size categories larger than you are. In addition, your speed is no longer reduced while grappling.
In addition, when you hit with a melee weapon attack you can choose to deal maximum damage to it. Once you use this portion of this feature you cannot use it again until you complete a long rest.
Perfected: When you are grappling a creature, you deal bludgeoning damage equal to twice your proficiency bonus to the creature at the beginning of each of its turns. You can also use the maximized damage option of your Evolved Gauntlets twice per long rest.

Augmented Frame:
Initial: You count as one size larger when determining how much you can lift, carry, or drag. This is cumulative with the Powerful Build trait.
Evolved: When hit by an attack dealing bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to that damage type (including the triggering attack) until the end of your next turn. Useable 1x/short rest.
Perfected: you can spend a catalyst activation to heal yourself as if injected by a health serum. Once you benefit from this portion of the feature, you cannot do so again until you finish a long rest. In addition, while you are incapacitated, you no longer incur failed death saves for taking damage.

Augmented Greaves:
Initial: Your ground movement speed increases by 5 feet. In addition, you no longer need a running start for full jumping distance and can add your proficiency modifier to the distance you can jump.
Evolved: Your ground movement speed increases by another 5 feet. In addition, you take half damage from falling and cannot be knocked prone due to falling.
Perfected: Your ground movement speed increases by another 5 feet (to +15 feet total). You cannot be lifted off the ground or moved against your will except by teleportation effects.

Obsession of the Extensible Weapon Augmentation Framework
This obsession is for those that like to customize their ranged weapons. Savants with this obsession build a framework that fits around any ranged weapon (such as a bow or a crossbow) and allows hanging all sorts of auxiliary gear (like scopes or concoction launchers) and specialized ammunition. Only the savant can use this augmented weapon, as its construction and operation seem senseless and impossible to anyone else.

Stabilized Aim
Starting when you choose this Obsession at third level, you gain the Archery fighting style.

EWAF Augmentations
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the initial rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.

Pinpoint Scope:
Initial: Shooting at targets beyond the normal range but within the long range of your weapon no longer imposes disadvantage.
Evolved: You can use your action to attempt to pin your target to an adjacent surface. Make a ranged weapon attack against a target within range. If your attack hits it deals an additional damage die and the target’s speed is reduced to zero until they take an action to remove the pinning ammo. This does not function against flying or swimming enemies.
Perfected: You can use your action to make an attack at disadvantage against one of the following locations:
* Head: on hit, the target takes normal damage and must make a Constitution saving throw or be stunned until the end of your next turn.
* Heart: on hit, the target suffers the effect of a critical hit.
* Hands: on hit, the target has disadvantage on all attacks and cannot cast spells with somatic or material components until the beginning of your next turn.

Ammo Storage:
Initial: You no longer need a free hand to reload your ranged weapon and ignore the loading property of crossbows.
Evolved: Your ammunition now counts as silvered and/or adamantine for overcoming resistance or immunity.
Perfected: Once per short rest you can fire up to half your proficiency bonus in arrows or bolts at once, targeting different targets. This replaces one attack in the Attack action.

Concoction Launchers
Initial: You can launch catalyzed bombs up to the normal range of your ranged weapon.
Evolved: In addition to bombs, you can launch catalyzed elixirs as well, targeting one creature.
Perfected: When launching elixirs, you can instead choose to affect all targets within 10 feet of the targeted point. Area burst elixirs only have half the effect (lasting half the duration for those without numerical effects).

Obsession of the Portable Alchemy Laboratory
Some adventuring savants focus on their alchemical prowess rather than anything mechanical. But since alchemy doesn’t travel well, they must invent their own portable kit, giving them the comforts of a lab in a nice travel-sized package. They then continue to tinker with this kit throughout their career. A few choose to use their knowledge to mutate themselves to grow a third arm (because three hands are better than two when you need to hold stuff).
When you choose this obsession at 3rd level, choose one of these augmentations. You gain the effects at the basic rank. When you gain features at higher levels from this obsession, you can increase the rank of an augmentation (up to 3 ranks total) or choose a new augmentation at the basic rank. The Gadgeteer augmentation is always available as well.

Increased Catalyst Capacity
Your maximum catalyst capacity increases by 1 for every two augmentations you select from this Obsession.

PAL Augmentations

Travel-sized, all-in-one retort and crucible
Initial: Elixirs you create no longer have negative side effects for other people.
Evolved: When you administer an elixir to another creature, you can gain the effect of that elixir for yourself as well. Once you use this portion of the feature, you must finish a long or short rest before you can use it again.
Perfected: Choose one elixir schema that you know. When you administer it to yourself, the effects of that elixir last until you finish a long or short rest.

Magitech furnace
Initial: The damage done by your bombs treats immunity to that damage type as resistance instead.
Evolved: When you use a bomb, you can force the targets to make the saving throw against its effects at disadvantage. Once you use this portion of the feature, you may not use it again until you finish a long or short rest.
Perfected: When you throw a bomb that affects an area, you can choose the shape of that area. The total area of the effect must remain the same (so a 5’ radius would affect 4, 5’x5’ squares) and each square must be adjacent to at least one other square.

Extra Arm
Initial: You grow a third arm. This appendage can hold simple objects or retrieve them from bags, but cannot wield weapons or shields, nor can it throw bombs or administer elixirs. As a result, you can interact with an additional object as part of movement or another action.
Evolved: Your third arm can now hold a shield, throw a bomb, or administer an elixir. As a result, you can hold an additional item before you have no hands free.
Perfected: Your third arm can wield a light weapon. Regardless of other features, you do not add your modifier to damage rolls with this weapon. You can attack once with each of the additional weapons when you attack with the bonus action granted by two-weapon fighting.

PhoenixPhyre
2021-05-16, 09:50 PM
Basic Schema
Concussion Grenade: As an action, you can throw this grenade at a point within 60’ of you. All creatures and unattended objects within 10’ of that point must make a Dexterity saving throw, taking 3d8 thunder damage on a failed saving throw or half as much on a success. The damage dealt increases by 1d8 for every two levels above first the savant has in this class.

Healing Tonic: As an action the user can imbibe this tonic or administer it to another creature within 5’. The target creature regains 1d8 + the savant’s Intelligence modifier hit points. For every two levels above 1st (3rd, 5th, etc) the savant has in this class, the healing increases by 1d8.

Smokescreen: As an action the user can throw this grenade at a point within 60’. A 10’-radius sphere around that point fills with dense smoke, becoming heavily obscured and blocking line of sight until the end of your next turn. For every two levels above first the savant has in this class, they can choose to either increase the radius by 5’ or increase the duration by 1 round. These effects are cumulative--a 7th level savant could choose to increase the radius by 10’ and the duration by 1 round. This choice is made at the time of catalysis.

Stun Grenade: As an action the user can throw this grenade at a point within 60’. All creatures within 5’ must make a Constitution saving throw. On a failed save the target is stunned until the end of their next turn. For every two levels above first the savant has in this class, they can choose to either increase the radius by 5’ or increase the duration by 1 round. These effects are cumulative--a 7th level savant could choose to increase the radius by 10’ and the duration by 1 round. This choice is made at the time of catalysis.

Elven Eye-drops: The user gains darkvision for 1 hour as the spell. At the end of that time, they must make a Constitution saving throw or be blinded for 1 minute. When the savant reaches 5th level, the saving throw is made at advantage. When the savant reaches 9th level, the target also gains the effect of see invisibility for the duration. When the savant reaches 13th level, the target also gains true sight for the duration.

Flash-bang: As an action the user can throw this grenade at a point within 60’. All creatures within 20’ must make a Constitution saving throw; creatures within 5’ have disadvantage on this save. On a failed save, targets take 1d8 thunder damage and are blinded and deafened for one minute. On a success, they take half damage and are neither blinded nor deafened. Blind and deaf targets can repeat the saving throw at the end of each of their turns, ending the effect on a success. For every two levels above first the savant has in this class, the damage dealt increases by 1d8.

Universal Antidote: The user is cured of one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Starting at 9th level, you can instead choose to remove one level of exhaustion, any reduction to one of the target’s ability scores, or one effect reducing the target’s hit point maximum.

Bunker Buster: Setting this bomb requires one minute of uninterrupted work. Rapid catalysis reduces this to 12 seconds. You can place this bomb within 5’ of you and set a fuse for up to 30 seconds (starting from the end of the catalysis proce. At the expiration of that interval, the bomb explodes. All creatures within 10’ must make a Dexterity saving throw, taking 4d10 fire damage and 4d10 thunder damage on a failed save or half as much on a success. Unattended objects and structures within the area take twice as much damage automatically. This makes a very loud noise that can be heard from within 300’.

Celery Tonic: The user’s speed increases by 10 ft for 1 hour. This speed improvement increases by 5 ft for every two savant levels above first. At the end of the effect, the target must make a Constitution saving throw. On a failed save, their speed is reduced to zero for 1 minute. Starting at 7th level, the target can at any time before the effect ends (as long as at least one minute remains) choose to gain the effect of haste for one minute, suffering the usual penalty when the effect ends. Doing so ends the tonic’s effect once the haste effect dissipates. The haste effect does not stack with the spell of the same name.

Stimulants: For one minute the user is considered to be proficient in all Strength and Dexterity saving throws and ability checks and makes weapon attack rolls at advantage. At the end of the duration the user makes all ability checks and weapon attacks at disadvantage for one hour. When the savant reaches 5th level, the duration of the effect and disability are both changed to 10 minutes; at 11th level the duration of the disability is reduced to 1 minute.

Bottled Ooze: As an action, the user can throw this grenade at an unoccupied space within 30’. On contact, it summons a Grey Ooze that attacks enemies of the user. It is not under the control of the user but is not hostile to the user or their allies, and expires after one hour. When the savant reaches 5th level, it summons the user’s choice of two Grey Oozes or one Ochre Jelly. When the savant reaches 11th level, it summons the user’s choice of four Grey Oozes, two Ochre Jellies, one Black Pudding, or one Slithering Tracker.

Advanced Schema
Rejuvenation serum: One humanoid, beast, or monstrosity that has died within 10 minutes is returned to life. The creature has 1 hit point and 5 levels of exhaustion. Princess Bride jokes optional.

Animation serum: The corpse of one creature is returned to a shambling semblance of life for 1 hour. Their type becomes undead and they cannot communicate or cast spells, but they will obey the spoken commands of the savant. The maximum CR of creature that can be so reanimated is equal to half the savant’s level, rounded down. For creatures that did not have a CR, their effective CR is equal to half their total class levels.

Mage Toxin: As an action the user can throw this grenade up to 60 feet. A 10’ radius sphere of dust appears at that point and lasts for 1 minute. Any creature that starts its turn in the sphere or enters the sphere for the first time on a turn must make a Constitution saving throw. On a failed save, the target is poisoned and cannot cast spells and loses concentration if they are concentrating. On a success the target takes 2d6 poison damage per level of spell slot expended or 1d6 poison damage for a cantrip whenever they cast a spell (triggering concentration checks as usual). Affected targets can reattempt the saving throw at the end of each of their turns. Two total successes are required to end the effect entirely, so if a target fails their initial save and then succeeds, they experience the effects as if they had succeeded the first time from that point on.

Mental Candy: For 10 minutes, whenever the user makes an Intelligence saving throw or check, they can add twice their proficiency bonus to the check or save, even if they would not otherwise be able to add proficiency. This does not stack with normal proficiency. At the end of the duration, the target’s Intelligence score is reduced by 1d6 (minimum 1) until they finish a long rest.

Construct Catalysis: Over the course of 1 minute, the savant expends a catalyst to bring mechanical bits to life. This acts like the animate objects spell, except that you are limited to 4 objects and it does not require concentration and cannot be dispelled. For every two levels above 7th the savant has in this class, the number of objects that can be animated increases by 2.



Whenever you choose the Gadgeteer augmentation, you learn to create a different one of the following gadgets. Construction of each gadget costs an amount of gold and an amount of time as indicated in the gadget entry. Once constructed, the gadget is permanent.

Adaptive goggles
Cost: 150 gp, including fine transparent gems worth 100 gp. Time: 12 hours
These goggles grant the following benefits while worn. You gain darkvision out to 60 feet; if you already had darkvision its range is increased to 90 feet. You have advantage on any saving throws against being blinded or against gaze effects (such as a basilisk or medusa’s gaze).

Motorized grappling hook
Cost: 50 gp. Time: 8 hours.
This grappling hook is attached to 50ft of fine wire and a launcher/handle. Together it weighs 6 lbs. When fired at any point as an action within the wire’s reach, it flies unerringly and attaches. At any point within the next minute you can use your reaction to activate the reel, lifting up to 400 lbs that are attached to the handle. This interrupts any ongoing actions. If you don’t use the reel within one minute, it retracts the hook.

Extendable Glider Wings
Cost: 30 gp, including a backpack. Time: 8 hours.
These wings fold into a backpack wearable by any medium or small creature. The backpack and wings weigh 10 lbs. When activated, the wings extend and provide a gliding flight speed of 30 ft for one minute. Unlike normal flight, while gliding you lose 5 ft of height per round At the end of the duration, the wings automatically retract and the contraption cannot be reused until the end of a long rest.

Mechanized Door Opening Kit
Cost: 10gp. Time: 8 hours
This kit consists of a gear-and-spring-driven pry-bar and a mounting mechanism. When placed against a locked or barred door or container and activated, it latches on and pries the latch open slowly. This effect takes one minute and can be canceled at any point. It is very loud in operation, creating whirring and clicking noises audible out to 100 feet. Against barred doors, roll a d100. On a roll of 20 or lower it fails to open the door and cannot be retried for 10 minutes. When used against a magically-locked door, it fails on a roll of 50 or lower and on a failure is damaged and unusable until the end of a long rest.

Collapsible Shelter
Cost: 150 gp. Time: 12 hours.
This bundle (which weighs 30 pounds) contains a comfortable, camouflaged shelter packed into a very tight space. When activated on a flat, level surface at least 10 feet cubical, it expands over 10 minutes into a hut with bedrolls and space for four medium creatures. The interior of this shelter is comfortable in temperature conditions down to -20 degrees and up to 120 degrees and is wind- and rain-proof. Creatures that complete a long rest by sleeping (or trancing, or…) inside of it gain a d6 that they can add to their next saving throw as long as it takes place before they complete a short rest. Resetting this device requires 10 minutes of uninterrupted time.

Clockwork Spiderling
Cost: 500 gp. Time: 1 workweek.
This gadget takes the shape and statistics of a spider, except with the construct type instead of the beast type. It also cannot attack. On your turn you can command it to do any the following (without using an action). Once commanded, it moves to fulfil that command before it can be given any other.
Scout: The spiderling travels stealthily up to 120 feet in the direction you point, following any curves in the corridor if needed. It then returns and relates the number of creatures it sensed along the path using taps of its foot. While it is doing this, it can also record sounds if commanded to do so.
Record: The spiderling records all audible sounds within its hearing range. Up to one minute of sound can be recorded at a time; recording more overwrites the oldest records.
Replay: The spiderling replays an accurate record of all sounds it has recorded.

Emergency Parachute
Cost: 25 gp. Time: 4 hours.
This gadget packs into a standard backpack and deploys as a reaction. While the parachute is deployed, you fall at 30 feet per round and take no falling damage and land on your feet. While falling in this way, you can move up to 10 feet per round horizontally as well. The parachute can be attacked--it has an AC of 12 and 15 HP, with invulnerability to bludgeoning damage and poison damage and vulnerability to piercing. If it is reduced to 0 hit points while deployed, the slow fall effect ends. An intact parachute can be packed and reset in one minute; a destroyed one cannot be reused until the end of a long rest.

Trap-setter’s Helper
Cost: 10 gp. Time: 10 minutes
This collection of equipment allows the user to quickly convert concoctions or other alchemical items into traps. Setting a trap takes 1 minute; traps last until triggered (or up to 24 hours). When you set a trap, choose one triggering mechanism: either a tripwire or a pressure plate. The DC to discover/disarm is your concoction DC. When used on concoctions with delays, the concoction detonates immediately when the trap is triggered. The helper is not consumed on use.